Hi, I have a problem with switch platform. I want to make a build on Android with PVRTC texture compression selected. In my project i have .tga textures that are not used by the game, and .pvr textures that are used by the game.
When i switch platform, Unity will Reconvert all my unused .tga’s to PVRTC and this will take a looot of time :s But this is useless because they are not used by the game.
Can the switch platform functionality take only into account textures that are actually used by the game ?
unity does not incorporate unused assets in the build. so no need to treat them in a special way.
yes Indeed Unity does not include in the build the .tga that are not used.
But when i switch platform, Unity will convert all textures in my project to fit the texture format of target platform.
When i switch to PVRTC Android, it will take a large amount of time recompressing textures that are not used by the game…
When switching platform, Unity should only recompress textures that are used by the game. this is the behaviour that i would expect.